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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/basepresence.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/basepresence.cpp')
-rw-r--r--mp/src/game/client/basepresence.cpp188
1 files changed, 94 insertions, 94 deletions
diff --git a/mp/src/game/client/basepresence.cpp b/mp/src/game/client/basepresence.cpp
index 4c23e9d2..ce4c7c7b 100644
--- a/mp/src/game/client/basepresence.cpp
+++ b/mp/src/game/client/basepresence.cpp
@@ -1,94 +1,94 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base presence implementation for PC
-//
-//=====================================================================================//
-
-#include "cbase.h"
-#include "basepresence.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Default global singleton. Mods should override this.
-static CBasePresence s_basePresence;
-IPresence *presence = NULL;
-
-//-----------------------------------------------------------------------------
-// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
-//-----------------------------------------------------------------------------
-bool CBasePresence::Init( void )
-{
- if ( !presence )
- {
- // Mod didn't override, default to base implementation
- presence = &s_basePresence;
- }
- return true;
-}
-void CBasePresence::Shutdown( void )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::Update( float frametime )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
-{
- // TODO: Implement for PC
-}
-void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
-{
- // TODO: Implement for PC
-}
-unsigned int CBasePresence::GetPresenceID( const char *pIDName )
-{
- return 0;
-}
-const char *CBasePresence::GetPropertyIdString( const uint id )
-{
- return NULL;
-}
-void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
-{
-}
-void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
-{
-}
-void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
-{
-}
-void CBasePresence::UploadStats()
-{
-}
-
-//---------------------------------------------------------
-// Debug support
-//---------------------------------------------------------
-void CBasePresence::DebugUserSetContext( const CCommand &args )
-{
- if ( args.ArgC() == 3 )
- {
- UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
- }
- else
- {
- Warning( "user_context <context id> <context value>\n" );
- }
-}
-void CBasePresence::DebugUserSetProperty( const CCommand &args )
-{
- if ( args.ArgC() == 3 )
- {
- UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) );
- }
- else
- {
- Warning( "user_property <property id> <property value>\n" );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base presence implementation for PC
+//
+//=====================================================================================//
+
+#include "cbase.h"
+#include "basepresence.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// Default global singleton. Mods should override this.
+static CBasePresence s_basePresence;
+IPresence *presence = NULL;
+
+//-----------------------------------------------------------------------------
+// Steam version of Rich Presence is a WIP, so PC implementation is stubbed for now.
+//-----------------------------------------------------------------------------
+bool CBasePresence::Init( void )
+{
+ if ( !presence )
+ {
+ // Mod didn't override, default to base implementation
+ presence = &s_basePresence;
+ }
+ return true;
+}
+void CBasePresence::Shutdown( void )
+{
+ // TODO: Implement for PC
+}
+void CBasePresence::Update( float frametime )
+{
+ // TODO: Implement for PC
+}
+void CBasePresence::UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync )
+{
+ // TODO: Implement for PC
+}
+void CBasePresence::UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync )
+{
+ // TODO: Implement for PC
+}
+void CBasePresence::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties )
+{
+ // TODO: Implement for PC
+}
+unsigned int CBasePresence::GetPresenceID( const char *pIDName )
+{
+ return 0;
+}
+const char *CBasePresence::GetPropertyIdString( const uint id )
+{
+ return NULL;
+}
+void CBasePresence::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes )
+{
+}
+void CBasePresence::StartStatsReporting( HANDLE handle, bool bArbitrated )
+{
+}
+void CBasePresence::SetStat( uint iPropertyId, int iPropertyValue, int dataType )
+{
+}
+void CBasePresence::UploadStats()
+{
+}
+
+//---------------------------------------------------------
+// Debug support
+//---------------------------------------------------------
+void CBasePresence::DebugUserSetContext( const CCommand &args )
+{
+ if ( args.ArgC() == 3 )
+ {
+ UserSetContext( 0, atoi( args.Arg( 1 ) ), atoi( args.Arg( 2 ) ) );
+ }
+ else
+ {
+ Warning( "user_context <context id> <context value>\n" );
+ }
+}
+void CBasePresence::DebugUserSetProperty( const CCommand &args )
+{
+ if ( args.ArgC() == 3 )
+ {
+ UserSetProperty( 0, strtoul( args.Arg( 1 ), NULL, 0 ), sizeof(int), args.Arg( 2 ) );
+ }
+ else
+ {
+ Warning( "user_property <property id> <property value>\n" );
+ }
+}